Today was the first day of my main project for this semester, I got to meet the other two members of my team (Team SUBTLE CRY) and get rap my head around our brief. The design document I received from my team is as follow's;
Design Document for:
DOG FIGHT
One Liner, i.e. The Ultimate Aircraft Game
“Something funny here!”™
All work Copyright ©1999 by Your Company Name
Written by designer
Version # 1.00
Thursday, October 04, 2012
Table of Contents
NAME OF GAME
1
DESIGN HISTORY
5
VERSION 1.10
5
VERSION 2.00
5
VERSION 2.10
5
GAME OVERVIEW
6
PHILOSOPHY
6
Philosophical point #1
6
COMMON QUESTIONS
6
What is the game?
6
Why create this game?
6
Where does the game take place?
6
What do I control?
6
How many characters do I control?
6
What is the main focus?
6
What’s different?
7
FEATURE SET
8
GENERAL FEATURES
8
MULTI-PLAYER FEATURES
8
EDITOR
8
GAME PLAY
8
THE GAME WORLD
9
OVERVIEW
9
WORLD FEATURE #1
9
WORLD FEATURE #2
9
RENDERING SYSTEM
10
Overview
10
2D/3D Rendering
10
CAMERA
10
Overview
10
Camera Detail #1
10
Camera Detail #2
10
GAME ENGINE
10
Overview
10
Game Engine Detail #1
10
Water
10
Collision Detection
10
THE WORLD LAYOUT
12
OVERVIEW
12
WORLD LAYOUT DETAIL #1
12
WORLD LAYOUT DETAIL #2
12
GAME CHARACTERS
13
OVERVIEW
13
CREATING A CHARACTER
13
ENEMIES AND MONSTERS
13
USER INTERFACE
14
OVERVIEW
14
USER INTERFACE DETAIL #1
14
USER INTERFACE DETAIL #2
14
WEAPONS
15
OVERVIEW
15
WEAPONS DETAILS #1
15
WEAPONS DETAILS #2
15
MUSICAL SCORES AND SOUND EFFECTS
16
OVERVIEW
16
RED BOOK AUDIO
16
3D SOUND
16
SOUND DESIGN
16
SINGLE PLAYER GAME
17
OVERVIEW
17
SINGLE PLAYER GAME DETAIL #1
17
SINGLE PLAYER GAME DETAIL #2
17
STORY
17
HOURS OF GAME-PLAY
17
VICTORY CONDITIONS
17
CHARACTER RENDERING
19
OVERVIEW
19
CHARACTER RENDERING DETAIL #1
19
CHARACTER RENDERING DETAIL #2
19
EXTRA MISCELLANEOUS STUFF
21
OVERVIEW
21
JUNK I AM WORKING ON…
21
Design History
The game is about the world which is controlled by the dogs instead of humans. But has the similar problems like human e.g. war. Now the game depicts a war scene i.e. the world war .And now the hero of the game, the aircraft pilots have taken over the scene. The game shows an aircraft pilot (dog) flying over the city in may be F.1 (from 1916) destroying the enemy planes and soldiers (dogs again).
Version 1.10
Version 1.10 includes some tuning and tweaking that I did after making my initial pass at the design. Here is what I changed.
1.
I rewrote the section about what systems the game runs on.
2.
I incorporated feedback from the team into all parts of the design however no major changes were made.
3.
Just keep listing your changes like this.
Version 2.00
Version 2.00 is the first version of the design where a major revision has been made now that much more is known about the game. After many hours of design, many decisions have been made. Most of these large design decisions are now reflected in this document.
Included in the changes are:
1.
Pairing down of the design scope. (Scope, not design)
2.
More detailed descriptions in many areas, specifically A, B and C.
3.
Story details.
4.
World layout and design.
Version 2.10
Version 2.10 has several small changes over that of version 2.00. The key areas are in many of the appendixes.
Included in the changes are:
1.
Minor revisions throughout entire document.
2.
Added “User Interface Appendix”.
3.
Added “Game Object Properties Appendix”.
4.
Added concept sketch for world.
Game Overview
Philosophy
The game design
This game is an aerial combat game, in an environment where a dog flying F.1 moves across the city in war fighting through the enemies in sky as well as on the ground. The game design an art is 2d, an it’s a side scroll game, and we basically opted for the dog world since it’s a casual mobile game so to target more of audience a casual cartoon style would be more suited. Fundamentally we are trying to achieve something that has never been achieved before by creating a world of dogs. The also shows an abstract form of city the plane is flying over, and different comic characters (dogs).
Common Questions
What is the game?
Describe the game is a paragraph. This is the answer to the most common question that you will be asked. What are you working on?
Why create this game?
Why are you creating this game? Do you love 3D shooters? Do you think there is a hole in the market for Jell-O tossing midgets?
Where does the game take place?
Describe the world that your game takes place in. Simple as that. Help frame it in the reader’s mind by spending a few sentences on it here. You can go into lengthy detail later in a section solely dedicated to describing the world. Remember that we want to keep this part of the design light and readable.
What do I control?
Describe what the player will control. You will be in charge of a band of rabid mutant fiddle players. If you want you can switch on the AI and turn it into a fish bowl simulation.
What is the main focus?
Now that we know where the game takes place and what the player controls. What are they supposed to achieve in this world? Angry fiddle players take over the U.N. building. Be careful not to add a bunch of salesmanship here. Your design wants to stay light and informative.
What’s different?
Tell them what is different from the games that are attempting this in the market right now. This question comes up a lot.
Feature Set
General Features
Huge world
Mutant fiddle players
3D graphics
32-bit color
Game-play
List stuff here that is key to the game-play experience
List a lot of stuff here
Hey, if you got nothing here, is this game worth doing?
The Game World
Overview
Provide an overview to the game world.
World Feature #1
This section is not supposed to be called world feature #1 but is supposed to be titled with some major thing about the world. This is where you break down what is so great about the game world into component pieces and describe each one.
World Feature #2
Same thing here. Don’t sell too hard. These features should be awesome and be selling the game on its own.
Rendering System
Overview
Give an overview of how your game will be rendered and then go into detail in the following paragraphs.
2D/3D Rendering
Describe what sort of 2D/3D rendering engine will be used.
Camera
Overview
Describe the way the camera will work and then go into details if the camera is very complicated in sub sections.
Camera Detail #1
The camera will move around like this and that.
Camera Detail #2
The camera will sometimes move like this in this special circumstance.
Game Engine
Overview
Describe the game engine in general.
Game Engine Detail #1
The game engine will keep track of everything in the world like such and such.
Water
There will be water in the world that looks awesome and our game engine will handle it beautifully.
Collision Detection
Our game engine handles collision detection really well. It uses the such and such technique and will be quite excellent. Can you see I am having a hard time making up stupid placeholder text here?
The World Layout
Overview
Provide an overview here.
World Layout Detail #1
World Layout Detail #2
Game Characters
Overview
Over of what your characters are.
Creating a Character
How you create or personalize your character.
Enemies and Monsters
Describe enemies or monsters in the world or whomever the player is trying to defeat. Naturally this depends heavily on your game idea but generally games are about trying to kill something.
User Interface
Overview
Provide some sort of an overview to your interface and same as all the previous sections, break down the components of the UI below.
User Interface Detail #1
User Interface Detail #2
Weapons
Overview
Overview of weapons used in game.
Weapons Details #1
Weapons Details #2
Musical Scores and Sound Effects
Overview
This should probably be broken down into two sections but I think you get the point.
Red Book Audio
If you are using Red Book then describe what your plan is here. If not, what are you using?
3D Sound
Talk about what sort of sound APIs you are going to use or not use as the case may be.
Sound Design
Take a shot at what you are going to do for sound design at this early stage. Hey, good to let your reader know what you are thinking.
Single-Player Game
Overview
Describe the single-player game experience in a few sentences.
Here is a breakdown of the key components of the single player game.
Single Player Game Detail #1
Single Player Game Detail #2
Story
Describe your story idea here and then refer them to an appendix or separate document which provides all the details on the story if it is really big.
Hours of Game-play
Talk about how long the single-player game experience is supposed to last or what your thoughts are at this point.
Victory Conditions
How does the player win the single-player game?
Character Rendering
Overview
Provide an overview as to how your characters will be rendered. You may have decided to include this elsewhere or break it out to provide more detail to a specific reader.
Character Rendering Detail #1
Character Rendering Detail #2
Extra Miscellaneous Stuff
Overview
Drop anything you are working on and don’t have a good home for here.
Junk I am working on…
Crazy idea #1
Crazy idea #2